Files
test2/source/blender/editors/include/ED_render.hh
Julian Eisel 315e7e04a8 UI: Avoid double scaling of preview images, improve filtering
When loading preview images from disk, we'd first scale them to the
standard preview image size (in `icon_copy_rect()`) and then scale them
again to the drawing size when eventually drawing to screen. The first
scaling would happen on the CPU, which is slow, and without filtering.

Now the image is stored in its original size and only scaled when
drawing, which uses scaling on the GPU with mipmaps and bi-linear
filtering. While a bit more blurry, the resulting image has less
artifacts and represents the original image better. Keeping the images
unscaled means memory footprint is bigger, we could cap the size if
necessary.

Noticed while working on #131871. Asset shelf previews would have more
artifacts than before.

See pull request for comparisons.

Pull Request: https://projects.blender.org/blender/blender/pulls/133559
2025-01-24 19:46:33 +01:00

129 lines
4.2 KiB
C++

/* SPDX-FileCopyrightText: 2005 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup editors
*/
#pragma once
#include "DNA_ID_enums.h"
#include "DNA_material_types.h"
#include "DNA_vec_types.h"
struct DEGEditorUpdateContext;
struct Depsgraph;
struct ID;
struct MTex;
struct Main;
struct Render;
struct Scene;
struct ScrArea;
struct bContext;
struct bScreen;
struct PreviewImage;
struct uiPreview;
struct ViewLayer;
struct World;
struct wmWindow;
struct wmWindowManager;
/* `render_ops.cc` */
void ED_operatortypes_render();
/* `render_update.cc` */
void ED_render_engine_changed(Main *bmain, bool update_scene_data);
void ED_render_engine_area_exit(Main *bmain, ScrArea *area);
void ED_render_view_layer_changed(Main *bmain, bScreen *screen);
/* Callbacks handling data update events coming from depsgraph. */
void ED_render_id_flush_update(const DEGEditorUpdateContext *update_ctx, ID *id);
/**
* Update all 3D viewport render and draw engines on changes to the scene.
* This is called by the dependency graph when it detects changes.
*/
void ED_render_scene_update(const DEGEditorUpdateContext *update_ctx, bool updated);
/**
* Update 3D viewport render or draw engine on changes to the scene or view settings.
*/
void ED_render_view3d_update(Depsgraph *depsgraph, wmWindow *window, ScrArea *area, bool updated);
Scene *ED_render_job_get_scene(const bContext *C);
Scene *ED_render_job_get_current_scene(const bContext *C);
/**
* Render the preview method.
*/
enum ePreviewRenderMethod {
/** Preview is rendered for buttons window. */
PR_BUTS_RENDER = 0,
/** Preview is rendered for icons. hopefully fast enough for at least 32x32. */
PR_ICON_RENDER = 1,
/** No render, we just ensure deferred icon data gets generated. */
PR_ICON_DEFERRED = 2,
};
bool ED_check_engine_supports_preview(const Scene *scene);
const char *ED_preview_collection_name(ePreviewType pr_type);
void ED_preview_ensure_dbase(bool with_gpencil);
void ED_preview_free_dbase();
/**
* For preview icons loaded from disk (deferred loading), use the size of the source image, and
* only scale to the display size when drawing. Then we actually know the final display size
* (so we don't scale twice), and can scale on the GPU while drawing.
*/
bool ED_preview_use_image_size(const PreviewImage *preview, eIconSizes size);
/**
* Check if \a id is supported by the automatic preview render.
*/
bool ED_preview_id_is_supported(const ID *id, const char **r_disabled_hint = nullptr);
void ED_preview_set_visibility(Main *pr_main,
Scene *scene,
ViewLayer *view_layer,
ePreviewType pr_type,
ePreviewRenderMethod pr_method);
World *ED_preview_prepare_world(Main *pr_main,
const Scene *scene,
const World *world,
ID_Type id_type,
ePreviewRenderMethod pr_method);
void ED_preview_shader_job(const bContext *C,
void *owner,
ID *id,
ID *parent,
MTex *slot,
int sizex,
int sizey,
ePreviewRenderMethod method);
void ED_preview_icon_render(
const bContext *C, Scene *scene, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size);
void ED_preview_icon_job(
const bContext *C, PreviewImage *prv_img, ID *id, enum eIconSizes icon_size, bool delay);
void ED_preview_restart_queue_free();
void ED_preview_restart_queue_add(ID *id, enum eIconSizes size);
void ED_preview_restart_queue_work(const bContext *C);
void ED_preview_kill_jobs(wmWindowManager *wm, Main *bmain);
void ED_preview_draw(
const bContext *C, void *idp, void *parentp, void *slotp, uiPreview *ui_preview, rcti *rect);
/**
* For UI previews (i.e. #uiPreview, not #PreviewImage): Tag all previews for \a id as dirty, so
* the next redraw triggers a re-render in #ED_preview_draw().
*/
void ED_previews_tag_dirty_by_id(const Main &bmain, const ID &id);
void ED_render_clear_mtex_copybuf();
void ED_render_internal_init();